Sources Main 5.2
https://mega.nz/file/Yw8gWbiL#7OLbtQ...dIf_7bx6ewIn8M
by Webzen
Sources Main 5.2
https://mega.nz/file/Yw8gWbiL#7OLbtQ...dIf_7bx6ewIn8M
by Webzen
Last edited by Odisk; 07-10-21 at 02:37 AM.
Nice. Thank you! More original wz files :) all props to u man for original wz sources
Very cool! I never expected to see an original Webzen source here, there are even the calendars, original developer comments and so on. See how they were modifying the server to consume less memory:
- 2003.09.04 (SaemSong) -> (b4nfter)
Because the OBJECTSTRUCT structure of User.h is used by users and monster NPCs in large quantities,
Memory should be conserved as much as possible. 255 bytes like leg number, room number, etc.
Data within the range is BYTE, and short type WORD type is used according to the size.
Let's save memory as much as possible.
Did you notice how many commands the GMs had? Even to get hack statistics from an account. I would even like to see this specific anti-hack system working.Code:-- Previous int m_nBloodCastleIndex; // Leg number of Blood Castle (0 ~ 7) int m_nBloodCastleSubIndex; // Which room am I in the bridge of the blood castle (only if it's a human) int m_iBloodCastleEXP; // Experience gained from Blood Castle (only for humans) int m_iBloodCastleScore; // Points earned from Blood Castle (only for humans) -- After (example) BYTE m_nBloodCastleIndex; // Leg number of Blood Castle (0 ~ 7) BYTE m_nBloodCastleSubIndex; // Which room am I in the bridge of the blood castle (only if it's a human) WORD m_iBloodCastleEXP; // Experience gained from Blood Castle (only for humans) WORD m_iBloodCastleScore; // Points earned from Blood Castle (only for humans)
There is a list of some bugs to check too and things to do before bringing the server online, these files appear to be from a test server.
hello,
if the files are webzen preveniente. were for test servers before installing them, they were trying to make it consume less memory must remember that when this version was online teania thousands of users and large machines were needed for no problems and enjoyed the server more, not like now.
Pd: are former programmers. - 2003.09.04 (SaemSong) -> (b4nfter)
Song GilSeop (SaemSong) is actually the co-founder of Webzen!
He currently works at this company: https://www.facebook.com/Wiple/?view=feed&filter=13
"WipleGames' CEO and founder, Song GilSeop, was the co-founder and CTO of Webzen who created Koreas first fully 3D MMORPG 'MU', which is still being serviced in more than 10 countries in the world. we find ourselves on our second joyous adventure."
On 2004-08-11 he was looking for a DBA for the MU, see: https://database.sarang.net/?inc=rea...&criteria=jobs
"Received by email: saemsong@webzen.co.kr / Song GilSeop
Phone Ind.: (02)3498-1623"
These files bring history!
Honestly? I don't think anyone has the source of the client, or if anyone has it it was sold for an astronomical amount of money.
I say this because even big developers like IGCN and XTEAM don't have this source. An IGCN dev already said here on the forum that he would pay for it, and I have contact with an XTEAM dev who said he never heard of this source.
Servers that have mobile clients (like MUAWAY) remake the engine from scratch and don't have the client source as some people here think.
To me this is just a myth, with no proof in all these years of file leaks, in fact it is the first time we have an original source from Webzen that is not a PDB or based on the Deathway release.
does anyone have the full and clean client 1.03.34 CHS to share?
. . .
Last edited by MuNoob12; 21-07-21 at 07:29 AM.
select character have bug with protocol CHS, don't see any things or some show error.
this video for error
- - - Updated - - -
Fixed by me, thank to LTP TEAM
and now you must change some things :
in protocol.h file
typedef struct
{
PBMSG_HEAD h; // C1:F3:00
BYTE subcode; // 3
BYTE MaxClass; // 4
BYTE MoveCnt; // 5
BYTE Count; // 6
} PMSG_CHARLISTCOUNT, *LPPMSG_CHARLISTCOUNT;
//----------------------------------------------------------------------------
// [0xF3][0x00] ij¸¯ÅÍ Á¤º¸(À§ ÇÁ·ÎÅäÄÝ Ä«¿îÅÍ ¸¸Å ¹Ýº¹µÊ)
//----------------------------------------------------------------------------
typedef struct
{
BYTE Index; // 0
char Name[10]; // 1
WORD Level; // C
BYTE CtlCode; // E
BYTE CharSet[18]; // F
BYTE btGuildStatus; // 21
} PMSG_CHARLIST, * LPPMSG_CHARLIST;
and in Sprodef.h file
typedef struct
{
PWMSG_HEAD h;
short Number; // 4
BYTE Count; // 6
int DbNumber; // 8
BYTE Magumsa; // C
char AccountId[11]; // D
BYTE MoveCnt; // 18
} SDHP_CHARLISTCOUNT, *LPSDHP_CHARLISTCOUNT;
typedef struct
{
BYTE Index; // 0
char Name[10]; // 1
WORD Level; // C
BYTE Class; // E
BYTE CtlCode; // F
BYTE dbInventory[48]; // 10
BYTE DbVersion; // 40
BYTE btGuildStatus; // 41
} SDHP_CHARLIST, * LPSDHP_CHARLIST;
in DSProtocol.cpp file
go to void JGPGetCharList(BYTE *lpRecv)
you must remove that
/*#ifdef ADD_CHARACTER_SLOT_SYSTEM_20090520
gObj[aIndex].m_btCharacterSlotCount = lpCount->CharacterSlotCount;
pCLCount.CharacterSlotCount = lpCount->CharacterSlotCount;
if( lpCount->Count > lpCount->CharacterSlotCount )
{
pCLCount.Count = lpCount->CharacterSlotCount;
}
#endif */// ADD_CHARACTER_SLOT_SYSTEM_20090520
thank to all
Last edited by Van_Bom; 30-08-21 at 10:22 AM.
I can't start joinserver who can tell me what the problem is?